Glassbreakers: Champions of Moss, the 1v1 battler from Polyarc launched into early access late last month, is releasing a new character today which aims to “hook” players into returning for more tactical rat-bashing action.
Revealed last week, new champion ‘Mojo’ is now available for players on Quest, which for now is the only platform with an open beta.
Polyarc says can wishlist Glassbreakers now on Steam, with a planned open beta release slated to arrive sometime in October.
Mojo (aka ‘MJ22’) brings a few new ranged abilities to the 1v1 real-time battler, such as the ‘Free Hugs’ ability which lets Mojo launch a hook attack to pull the opposing squad’s Champions in towards them.
Leveling up, the hook not only launches farther, but it also applies a slowing effect to enemies. Besides grabbing enemies, Mojo’s hook can also snag high-priority targets that the other squad is trying to protect.
The studio announced it’s also hosting a special ‘Quest for the Chest’ event from now until October 5th, which is boosting the speed at which players level up their weekly chests. What’s more, for the next two weeks the top-tier chests will contain “extra special rewards including a chance at never-before-seen masks and emblems for players and their squads,” Polyarc says.
The game is slated to make the transition from App Lab game to the Quest Store proper early next year.
To follow along with progress, take a look at the game’s Trello board to see how events are shaping up, and how bug fixes are coming along.
Polyarc Games, the studio behind hit single-player adventures Moss (2019) and Moss: Book II (2022), released Glassbreakers: Champions of Moss in early access today, a new 1v1 real-time battler set in our favorite pint-sized pal’s woodland universe.
To boot, today’s the first time the studio showed Glassbreakers in action, debuting the first real gameplay video alongside the announcement that early access is now available on Quest 2 and Quest Pro.
In Glassbreakers, players choose a combination of three Champions, each of which have their own unique abilities. Go head-to-head with friends in private games, or directly into matchmaking so you can duke it out with similarly skilled players. Check out the trailer below:
We haven’t gone hands-on yet, although here’s how Polyarc design director Chris Bourassa describes the action:
“Because this is VR, we literally place the opposing player across from you which brings a deep sense of immersion and competitive spirit to Glassbreakers that you can’t experience in other games,” says Bourassa. “When you play Glassbreakers, there’s an added level of strategic gameplay that needs to be considered as you can see in real-time where your opponent is looking, what Champions they’re grabbing, and where they are moving them. It really brings real-time gaming to another level.”
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If you want to jump into early access right now, you’ll find Glassbreakers over on App Lab for free. Polyarc says a SteamVR version is slated to launch sometime later this year, which we hope will also include cross-play.
Between today and September 4th, Glassbreakers is also hosting a Bonus XP Event, which will feature tokens for skin dyes, unique player masks, banners, and crests.
Polyarc, the developers behind the Moss franchise, announced a new in-development competitive multiplayer VR game today, sharing some artwork and announcing a playtest weekend for next month.
The game’s title remains unconfirmed and there’s not a whole lot of specific details, however the artwork shared by Polyarc indicates it will continue the studio’s strong visual style established in Moss: Book I & II. The characters also look to be drawn from the same universe as Moss, with the second piece of art (embedded below) almost feeling reminiscent of a Smash Bros-esque fighting game.
The untitled game will mark Polyarc’s first foray into competitive multiplayer in VR. This places them in the same bucket as other veteran VR studios, such as Schell Games and Owlchemy Labs, who have are now confident enough in the number of VR users to justify exploring online multiplayer projects. Polyarc co-founder and CEO Tam Armstrong touched on this in a prepared statement:
“We are happy to see that the audience for VR continues to grow, now counting in the tens of millions of players, with more user-friendly and accessible headsets being released every year. As a game development studio that aspires to create games for everyone, we want to find ways to reach more of the audience within VR and even create space for new folks to join us there. With that in mind, the greater number of players gives us the opportunity to try ideas we have for multiplayer gameplay that can offer more to competitive players.”
Armstrong also gave some small hints at the game’s direction, stating that VR “offers interesting consideration for multiplayer” such as “the ability to read the other player’s focus and intention as they move their head and hands.”
Polyarc, the studio behind the Moss franchise, announced a new competitive multiplayer VR game currently in development.
Polyarc isn’t saying much beyond that—we still don’t even know it’s name—however a look at the game’s concept art shows a definite influence from Moss‘ style and characters, including the Reader and a number of plucky mice heroes.
Although we can’t read too much into it, retrofitting Moss’ third-person platforming view into a multiplayer battle game may mean the studio is pursuing something very similar in feel to Moss, albeit with multiple classes and weapons. In the concept art we see a gilded Reader and a number of different mousey classes: a tank, archer, knight, wizard, and even some evil leafy dudes.
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“It’s apparent observing the community of players out there and receiving some of our own feedback that there are a lot of gamers in VR who are looking for and want to play more competitive multiplayer games,” said Tam Armstrong, co-founder and CEO, Polyarc. “We are excited about this opportunity, as VR offers interesting considerations for multiplayer games. The ability to read the other player’s focus and intention as they move their head and hands are some of the elements that make playing games in person so compelling. We are looking forward to sharing what we’ve been working on and the fun we’ve been having playing it.”
Coming off the success of Moss and Moss: Book II, Polyarc says a competitive multiplayer is “something the team has been excited to develop since the studio’s inception in 2015, but first the player base needed to grow large enough to support multiplayer games of this nature.”
The game, which is still unnamed at the time of this writing, is set to run closed playtesting on the weekend of April 14th-16th. Here’s how Polyarc describes the first round of closed beta testing:
We’re working on lots of cool, new stuff and want to see what happens when we get it in the hands of real players. Each playtest will focus on a different aspect of an in-development game and your feedback will be important to help us make the best final product(s) possible. And we’re here to test the game; we’re not testing you as the playtesters. So please don’t feel like you have to do anything besides play the game. If you are having fun, we want to know! If you aren’t having fun, then we also want to know. And we will ask you all about every juicy detail in a survey at the end.
The studio hasn’t announced target platforms yet, however playtesters will require a Quest 2 to participate. If you’re interested in joining, signups are available starting today.
Moss: Book 2 takes the logical steps to improve upon the first game, resulting in a stronger sequel. But there’s still much more room for Quill and friends to grow. Read on for our Moss: Book 2 review.
Moss: Book 2 moves the needle on for Quill and developer Polyarc. It’s a stronger, longer sequel that better explores the connection between our minuscule protagonist and the player, who returns as the ghostly ‘Reader’. It’s still not quite the sweeping epic this series seems capable of, but it’s another important chapter in that story.
If you played the first game in what’s quickly become a fan favorite VR series, you’ll likely remember it for its strong, Zelda-like gameplay, fantastic diorama worlds, and, above all, the unique ways in which the player could reach into levels to aid Quill on her quest and form a more personal bond with her. All of this remains intact right from the start with Moss: Book 2, which starts just moments after the end of the first game. Moreso than your usual sequel, Book 2 feels like the continuation of a larger journey rather than starting out fresh on a new adventure, and it shows as you slip right back into the familiar sword combat and puzzles.
In fact, for the opening hour or so you might worry it feels a little too familiar, with an abundance of returning enemy types and the same simplistic combat that sees Quill swinging her sword based on single-button combos. But the further you get into the game, the more ideas it throws at you. You get the power to make bridges out of vines, for example, but the biggest additions are the expansions to Quill’s arsenal. Throughout the course of the game, she gains the ability to dash over long distances and wields two new weapons in the form of a heavy-hitting hammer and a throwable glaive.
Whilst these additions help change up the combat, they’re also put to incredibly inventive use when it comes to the puzzles. Quill can stick the glaive into a wall, walk to another area of a level and then recall it to hit targets that are initially out of reach whilst the hammer can summon a mirror version that the player can reach in and drop down whilst Quill stands in another location. This results in some memorable brain teasers that initially left me stumped, making the satisfaction of solving them all the more rewarding.
Moss: Book 2 Review – The Facts
Platforms: PSVR Release Date: March 31 Price: $39.99
At their best, these puzzles are even integrated into the action. One new enemy type rolls up into a ball, allowing you to reach in and grab it, then catapult it across the arena and knock out other foes. The hammer’s secondary ability, meanwhile, gets you physically involved in battles and adds a slight tactical element to encounters. They’ll come into play in late-game boss battles, too, which are a little long in the tooth and rely on some well-worn cliches but effectively mix in some weighty moments of human interaction, too.
That said, more could be done to smooth out some of the gameplay. Quill’s core animation set is the same as the first game, for example, and some of the platforming is still a little sluggish, including a jump that doesn’t cover much ground and is hard to judge, especially against environments that often leave gaps to accidentally slip through or objects you might clip into (one bug even let me hover Quill around the environment, stuck in a climbing animation).
My biggest takeaway, though, is that Book 2 still left me wanting much more from the world of Moss. It’s a longer game, yes, but not by an order of magnitude; I was able to clear the campaign in four and a half hours with roughly 75% of the collectibles, and going back to grab the last pieces would likely take an hour or so. It’s not that ‘length equals better game’ so much as the game ends just as its best ideas are starting to be put through their paces, with further potential left unexplored.
There’s also some ideas that could be pushed further. You can find new armor sets for Quill throughout the game, for example, but these are purely cosmetic and won’t buff her abilities or defenses in any way. It wasn’t until I discovered these costumes that I realized just how well suited the series might be to a deeper RPG experience.
Generally speaking, though, Book 2 is a very polished and logical expansion of what you saw in the first entry in the series. Even visually, the game goes beyond the original with a wider array of diverse environments filled with lush vegetation and visual easter eggs for those that lean in to explore. Special credit goes to the vistas; you’re almost always rewarded for leaning back to take in a view or poking through a nearby window to take in the castles and mountains in the distance.
But all of this is the box-ticking stuff, the things you’d expect from a sequel as it looked to flesh out the foundations. It’s all very welcome, if not entirely surprising. Where Moss: Book 2 did catch me off-guard was with its story. Or rather, certain story beats.
There are certain elements to the world that have a lot of potential, mostly surrounding the concept of the Reader character players embody. For starters, the warmth of the connection between you and Quill is alive and well in the sequel and pushed to new extremes. Again, some of these are the highs and lows you’d predict of a darker, deeper sequel, but more compelling are the playful moments where Quill pretends to surf as you taxi her across levels on platforms, or breakdances in celebration of taking down a boss. There are moments of celebration, admiration, and even those cold instances of awkwardness where you feel some sense of intrusion. Capturing these moments is no small feat and it’s a powerful reminder of how intimate and personal Polyarc’s VR storytelling can be.
That goes for the environmental storytelling too, where cinematic moments of boss foreshadowing remind you of the real power of VR. These instances are far stronger than any of the direct storytelling.
Truthfully I’m never been a big fan of the game’s overarching lore of warrior mice and squirrel steeds that wear leaf helmets. It’s like shipping Sylvanian Families off to war, and the storybook narrative structure can drag on when you’d rather be playing. There’s also hints of an MCU-style wider potential for the universe, which I’m not entirely convinced can work outside of VR, although I do have to award points for the appearance of a guinea pig character raising a stein of beer in one cutscene (there’s your protagonist for Book 3).
Moss: Book 2 Review – Final Impressions
For the most part, Moss: Book 2 is the satisfying sequel you’d expect. It adds brilliant new gameplay mechanics that make for some innovative combat encounters, whilst puzzles prove to be a surprise highlight. More impressive, though, are some of the ways the game catches you off-guard with both the story and that series-defining bond you establish with Quill reaching new heights. But, just as with the first entry, you’re left wanting more of just about everything; its a longer game but still on the lean side, ending just as its best ideas start to get fleshed out. Greedy as it may sound, this still isn’t the sweeping epic you know this series has in it, but instead another reassuring step towards getting there. I’m convinced Polyarc has that game in its future but, for now, Moss: Book 2 is another excellent chapter in a wider story for Quill that drives home that familiar feeling that the best is still to come.
UploadVR recently changed its review guidelines, and this is one of our new Recommended review labels. You can read more about our review guidelines here.
This review was conducted on the Meta Quest 2 version of the game. What did you make of our Moss: Book 2 review? Let us know in the comments below!
Lots to cover on this week’s VR Gamescast: competing city building games get competing release dates, plus reviews of Moss: Book II & Cosmonious High!
Jamie and I are back on the headset mics again for another episode of the VR Gamescast, with a bunch of news to cover this week. First off, we talked about the second annual Meta Quest Gaming Showcase, which is set to take place on April 20. A few games are confirmed already, but what else are we hoping to see?
Plus, two upcoming games — which were already competing in the same genre on Quest — now have competing release dates! City building titles Little Cities and Cities VR both announced release dates this week, and they’ll launch within a week of each other. Jamie and I break down why this might be, and how we hope either game will differentiate itself from the other.
Last but not least on the news front, Pistol Whip developers Cloudhead Games confirm they’re working on a new AAA VR game. Jamie has a few ideas on what to expect and what he’d like to see.
In terms of hands-on and impressions, it was a big week for Jamie who played through both Cosmonious High and Moss: Book II. There’s some good things about both titles, but not without some caveats — tune in to the full episode to learn more.
The VR Gamescast goes live every Thursday. Got any questions for next week’s show? Playing something that you’re dying to tell us about? Let us know in the comments below!
Unsurprisingly, Polyarc hopes to deliver Moss: Book 2 on other platforms beyond PSVR “as soon as possible”.
Studio co-founder and art director Chris Alderson said as much in an interview with the Between Realities team during GDC this week, which you can see in the video below. The anticipated sequel launches next week on PSVR, but the team asked Alderson if there was a tentative date for release on other platforms.
“No tentative date,” Alderson replied, “but we are working on delivering that to fans as soon as possible. So one thing at a time and I really hope that it comes quicker, sooner than later. But we want to make sure it’s right, as we build everything we want to make sure fans are pleased with what we deliver.”
Moss: Book 2 has only officially been announced for PSVR at this point in time, but the original game also launched as a timed exclusive for Sony’s headset before making its way to PC VR and, once it was released, Oculus Quest.
We’d expect the sequel to follow pretty much the same path, and now it’s more of a question of when than if. What remains to be seen is if the game could also launch on PSVR 2, whenever the headset finally releases.
For now, the game’s due to debut on PSVR on March 31. We got a first look at how the sequel was shaping up and came away hoping for a game that would genuinely evolve over what had come before as opposed to simply expanding upon it.
Are you looking to play Moss: Book 2 on PSVR or will you wait for other versions? Let us know in the comments below!
We sat down with Polyarc to discuss the upcoming release of Moss Book 2 and the future of the VR industry.
Moss Book 2 comes to PSVR on March 31, marking the launch of one of VR’s first major sequels. We got a first look at the game earlier this week and thought it was shaping up well, but we also got the chance to chat to Polyarc engineer and designer Joshua Stiksma about the game.
Read on below for a chat on building sequels, exploring player connection, and where the future of VR is headed.
UploadVR: It was really cool to see this demo because I think there was a danger with the sequel that you guys could just fall into the trap of just doing more. You already had such solid foundations. And it would have been easy just to essentially, make new rooms for Quill that would last 10 hours.
But what I really liked seeing this gameplay was, it seemed it was a much more interactive experience for the player this time around. And that’s why I asked the question about, what we are of the other influences, because it seemed the players were reaching into the world more, for example.
And yeah just to talk a bit about that. The thing that came into my mind was it almost felt in some ways Quill was becoming. As much of a cooperative partner as she was a playable character.
Joshua Stiksma: Yeah, absolutely. I think it’s one of the things that, when we finished the first game, we knew we wanted to do it more.
And I forget, I think we talked around the time of Twilight Garden or might even be just talking more about Moss 2 in general. But one thing we’re just really excited about is what these weapons and these new abilities that we’re going to give the player provide.
That is our goal. We want the world to feel physical and for that, we need to have you reaching in a whole lot more. And, there’s the world, that’s a conduit for reaching in but when it’s with Quill it feels so much more powerful because it’s like she’s looking at you, when you’re reaching in and charging her weapon or reaching in and– in the case, of the hammer, setting off this big hammer that she created for you, you feel more involved.
And, we spent a lot of time exploring, what kind of elements we’d have that would provide that gameplay and feel powerful for players. Experientially powerful and in the case of the hammer physically powerful, but it really amps up the interaction that’s required without needing to have big devices everywhere. It allows us to leverage a smaller device, which is Quill, throughout the world in more varied ways throughout the game.
UploadVR: Is there a part of you that wishes that you had the standardization of the two-handed motion controllers so that you could have potentially two points of interaction at the same time? Is that something that you were looking into, but decided to stick with gamepad for now?
JS: I think we absolutely want to do more with the new tech. With us being committed to PSVR, how do we utilize this as best as we can and play to the strengths of it? So I would be lying if I said I wasn’t excited about the way things are headed and where they’re going and how we can utilize that more for Moss as a franchise and as a series.
There’s still a lot that we’re able to do with the existing single tracked control. With the way that we do that motion tracking for PSVR and by setting proper constraints and understanding where the strengths are we can still come with some pretty powerful experiences.
But also keeping in the back of our minds, how do we level this up for whatever the next thing is? So, yeah, excited about releasing on PSVR and excited for the future.
UploadVR: What about the storytelling this time around? Cause obviously I expect we’ll return to, the kind of page-based narrative when you’re not directly in the world, but is there going to be anything more in terms of much more direct in-game cinematics and moments of communication?
JS: That’s a good call. We didn’t really talk about that in the session, but yes, we will be returning to the storybook narrative, the chapters. They’re going to go through the game. And I am pleased to say we are going to have I would say substantially more in-game storytelling that we couldn’t quite pull off for the first game, mostly due to just limitations for the studio.
We definitely had a desire and players were asking, they want to see more happening in the game. So players can expect a mix of powerful scenes that are happening within the book within the library, but also some very powerful scenes that are going to be happening in-game.
UploadVR: What about the direct communication with Quill? Obviously you have so many cool ideas in the first one. And there must have been so many ideas leftover that you had more time to hopefully implement in this one. Are there new ways to, even just in any given incident, you can stop her from walking and just talk to her essentially in new ways?
JS: Yeah, there are. I’ll try not to go into too much of them, but mentioning talking to her we are excited to, pay attention to what is going on with the mic on the PSVR headset. She’s not going to intelligently be able to make out what you’re saying, but understanding that there’s somebody there who’s speaking, maybe her ears might react to that in some way.
Or perhaps if somebody is blowing through the microphone, that could actually be wind that might affect her. Some exciting things along that vein, I think would be, or could be things that players really enjoy and make it feel they’re in the world a little bit more.
So yeah, things like that and, we do want to have plenty of opportunities for you to, interface with her directly. Players loved giving her high fives. They loved petting her and all of that. We’re going to have more of that in the game for sure.
UploadVR: You mentioned a winged creature following her throughout the story. Is that going to be almost– I don’t expect it to be this dynamic of a system — but the Resident Evil Tyrant kind of thing of this big force, just showing up from level to level, unexpected moments that cause these kinds of real panic moments.
JS: I wouldn’t want to draw any comparisons like that. I think it’s going to be more story-based and emotional with moments of this character coming in. We wanted to build upon what we have from the first game where we didn’t just be like “Here’s your big boss character at the end.”
We wanted to through not just gameplay of that, yes, this character will show up at various points throughout the game, but also in terms of story and learning about these characters in the world. We want to make sure that you understand who this villain is and understanding motivations for that character as you’re exploring the world and we reveal more of the story to you as a player.
UploadVR: And just moving, to the industry a bit more generally what does it mean to be releasing in 2022? We started the year with the hope that we’ll be getting PSVR 2 potentially towards the end of the year, maybe early next, Project Cambria is coming.
There’s talk of Apple and everything like that. It seems like a transitional year for VR hardware almost. So it’s an interesting time to be releasing in some ways.
JS: Yeah, it is. These are interesting times for sure. I’m going to stick to the VR landscape with the interesting times that are hitting us.
It’s exciting. I’m in my sixth year working in VR and there’s just been– hearing about these advancements and these new things; it’s faster now, we’ve increased the processing, it’s real, tangible, cool hardware that’s coming out.
And I think for me, one of the big bits of excitement is seeing what the larger playerbase really push hard on on VR AR and mixed reality kind of stuff. Where you see that there’s potential to, for Polayrce as a studio, to keep growing and creating new experiences on these new sets of hardware.
Because we’re a creative studio we’re focusing on VR at the moment but, as these new things come out, we’re going to evaluate that new tech. And that’s really exciting because we have what I think is a really cool and powerful IP that we’re working with.
And there’s so many different ways to tell these stories. It starts to get your mind spinning about what potential opportunities there might be for us as a studio for VR as a medium or as a platform players to engage with this stuff. For me, I’m excited and you see just even the leap getting to Quest and now, you’ve got a Quest 2 and you start hearing about a PSVR 2, and you mentioned the Apple thing.
Personally, I’m very excited about Apple just because I’m a bit of an Apple fanboy, but it’s exciting.
UploadVR: I feel specifically with Cambria, obviously you guys aren’t confirming any other ports for Moss 2 right now, but that’s eye tracking and that’s face tracking and that certainly seems like something. You could shoot Quill a smile or she’ll know when you’re looking at her, right?
JS: Yeah. That tech specifically is amazing. I’m really excited to see what everybody’s going to do with that kind of technology, but I think you kinda hit it there on what’s exciting for Polyarc. The ability to try to communicate with the character through a language we can all understand.
Smiling is a great example. That’s powerful. And as developers, that’s something that’s really exciting. And then the eye tracking, obviously, being able to know where you’re looking and she can understand, hypothetically she understands where you’re looking and can react in some way.
It’s amazing. If you’re having a conversation with anybody at all, those are key things that make that conversation real. And with us being able to connect in that way, it’s only gonna mean that we’re able to have our experiences feel more real. And I don’t want to downplay how tough that probably will be for us to implement and pull off because there’s probably going to be a fine line between, oh, this is just a quick reaction and then skirting over it too, “Wow this is a real person or a real character that I feel is real.”
We’re going to have to spend a lot of time making that, but it’s powerful. And if we can keep creating those kinds of powerful experiences I think that the future is bright for VR.
Ahead of Moss Book 2’s debut on PSVR later this month, developer Polyarc reflected on what future headset technology could mean for its series going forward.
Specifically, we rasked engineer and designer Joshua Stiksma what he thought the arrival of eye-tracking in Meta’s Project Cambria and Sony’s PSVR 2, as well as face-tracking in the former headset could mean for the future of the series.
“That tech specifically is amazing,” Stiksma said. “I’m really excited to see what everybody’s going to do with that kind of technology, but I think you kinda hit it there on what’s exciting for Polyarc. The ability to try to communicate with the character through a language we can all understand.”
In the Moss games, players embody the role of a supernatural being that partners up with a young mouse named Quill. You control Quill’s movements and actions with VR controllers, but you also interact with her directly by reaching into her world or waving to her. Polyarc is looking to expand the ways in which you can connect with the character in the sequel, but future hardware innovations could hold yet more advances in this field.
“Smiling is a great example,” Stiksma continued. “That’s powerful. And as developers, that’s something that’s really exciting. And then the eye tracking, obviously, being able to know where you’re looking and she can understand, hypothetically she understands where you’re looking and can react in some way.”
Currently PSVR 2 and Project Cambria don’t have official release dates, but the latter is coming this year and PSVR 2 will hopefully arrive by early 2023 at the latest. When both are out, VR developers will have two high-profile headsets with eye tracking implemented. You can keep up with everything we know about Cambria here and everything we know about PSVR 2 here.
“If you’re having a conversation with anybody at all, those are key things that make that conversation real,” Stiksma concluded. “And with us being able to connect in that way, it’s only gonna mean that we’re able to have our experiences feel more real. And I don’t want to downplay how tough that probably will be for us to implement and pull off because there’s probably going to be a fine line between, oh, this is just a quick reaction and then skirting over it too, “Wow this is a real person or a real character that I feel is real.”
We’ll have more on our interview with Polyarc this weekend, so stay tuned.
Moss: Book 2’s release date has been revealed, and it’s right around the corner.
Polyarc’s anticipated sequel hits PSVR on March 31. For now, PSVR is the only platform the game’s launching on. However the original Moss also launched as a PSVR exclusive before coming to PC VR and, eventually, Quest, so it’s very possible we see the game elsewhere in the future.
The sequel picks up right after the events of the first game and reunites players with Quill, a young mouse on a quest to save her uncle. You control Quill using a gamepad, but can also directly interact with her and the world by reaching in with the DualShock 4 tracking. The connection you foster with Quill in the first game has earned Moss a persistent place in our best VR games lists.
Moss: Book 2 Release Date Confirmed
We got a first look at how the sequel is shaping up earlier this week, and you can read our impressions right here. Check the video above for just some of the new things we’ve learned about the game and come back later this week when we publish our latest interview with Polyarc about the title, too.
At the event earlier this week, Polyarc did confirm that anyone playing the game on PS5 via backward compatibility will benefit from some sharper visuals and faster load times. However, there’s no confirmation right now that the game might launch on PSVR 2.
Are you going to be playing Moss: Book 2 at the end of the month? Let us know in the comments below.